Jump to content

nivex

Creator
  • Posts

    5,812
  • Joined

  • Last visited

  • Days Won

    199

Everything posted by nivex

  1. nivex

    Raidable Bases

    @CsaszyKJcan you DM me your config and profiles? I can't reproduce =p
  2. nivex

    Abandoned Bases

    those having issues with damage being allowed can boil this down to a few reasons truepve/nextgenpve is not installed or it is not configured correctly you have purge enabled, but you'd know this because you would have to type the sab purge command to enable it. another plugin is allowing the damage (zonemanager, dynamicpvp, etc) you have zones allowing this damage, see #3, and is easily fixed by adding the appropriate flags to your zones in the zone plugin TruePVE: you can block this with TruePVE if you map the zone to a ruleset. rulesets must be configured properly or the damage will be allowed avoid creating entity groups for rules that require too many entity names, such as "buildings" or "structures" or "deployables" - there is always an easier way, see below zones which are mapped to "exclude" will be completely ignored by TruePVE. this means you cannot create a ruleset named "exclude" defaultAllowDamage when set true will allow ALL damage by default and is the most difficult to configure properly as it requires a good understanding of how the plugin works best used when mapping zones to a ruleset for PVP you do not need to create rules that say "can hurt" unless you have a contradicting rule that says "cannot hurt" e.g.: anything can hurt players players cannot hurt players defaultAllowDamage when set false will block ALL damage by default unless it is overridden by a flag or by another plugin you must create rules to allow specific damage instead. this is ideal and requires the least amount of entity groups in most PVE applications does not bloat your config. bloating causes a performance hit and should be avoided. generally, PVP zones do not require this being set to false as they contain flags in the zone plugin that you can enable to block damage or actions there instead
  3. nivex

    Abandoned Bases

    @Nuno Correia there were no changes regarding that. the one change was for PVP which is player vs player only i've tested this for you and it's not possible to damage another base inside or outside of the event. the base must be part of an event for this plugin to allow it. a few reasons this may happen for you: 1. enabling purge will allow all bases to take damage and must be started with sab purge 2. truepve is not installed, loaded or is misconfigured 3. another plugin is allowing the damage via the CanEntityTakeDamage hook
  4. nivex

    Abandoned Bases

    damage isn't possible unless there is an event at that base this plugin does not provide protection you would need truepve or nextgenpve for that if they aren't providing protection then its not loaded. I recommend default config for truepve
  5. you're free to modify it for your personal needs and use, by yourself or another developer on your team. my license requires that you ask for consent and since you've provided valid reasons you are given this consent for any plugin of mine I don't have any desire to change my licence when consent is enough
  6. nivex

    Abandoned Bases

    #1 requires abandonedbases.attack #2 players require abandonedbases.attack and abandonedbases.attack.time, admin requires only abandonedbases.attack. admin does not require abandonedbases.attack.time permission and will see the messages always. #3 same as #2 @KayKay
  7. nivex

    Abandoned Bases

    @KayKay hi, revoke abandonedbases.attack.time it will prevent #3 in next update 2.0.8 too
  8. nivex

    Abandoned Bases

    @dylanstar12 heya, they must loot everything if you want TC required only then enable Only Cupboards Are Required To Cancel An Event this will allow them to destroy or fully loot the TC to complete the event too
  9. nivex

    Raidable Bases

    lol no problem
  10. nivex

    Raidable Bases

    @Shneid hi, your message posted 4 times lol that is bugged though you can fix it or wait for update line 6651 add: block.skinID = Options.Blocks.GetSkin(block, block.grade, block.skinID); block.UpdateSkin();
  11. nivex

    Raidable Bases

    @Delltus hi, you can do this already using Base Loot put those easy bases in a different profile and create a Base Loot table for them rb.config add "Easy Bases 2" delleasy1 delleasy2 delleasy3 0 0 = easy and you can have a profile for every base if you wanted
  12. nivex

    Raidable Bases

    @Gramadin hi, I responded to your ticket
  13. nivex

    Raidable Bases

    @Aussie4lifeyep @aimacakty
  14. nivex

    Raidable Bases

    @Aussie4life heya, thanks they will spawn without changing those settings. those settings should be changed back to default use the rbe debug command when you think it stopped working "Chance To Automatically Spawn Each Difficulty (-1 = ignore)": { "Use Cumulative Probability": true, "Easy": -1.0, "Medium": -1.0, "Hard": -1.0, "Expert": -1.0, "Nightmare": -1.0 },
  15. nivex

    Raidable Bases

    @V.O.I.D I keep trying to reproduce this and managed to reproduce it not showing the UI but was still able to deal damage. I fixed the UI bug and that might fix the other issue too. replace lines 12023 through 12067 in RaidableBases.cs plugin with this: private void OnPlayerSleepEnded(BasePlayer player) { player.Invoke(() => { if (player.IsDestroyed || !player.IsHuman()) { return; } if (PvpDelay.Remove(player.userID, out var ds) && ds.Timer != null && !ds.Timer.Destroyed) { ds.Timer.Callback.Invoke(); ds.Timer.Destroy(); } if (config.UI.Lockout.Enabled) { UI.UpdateUi(player, UiType.Lockout); } if (RaidableBase.Get(player.transform.position, 5f) is not RaidableBase raid) { return; } if (InRange2D(player.transform.position, raid.Location, raid.ProtectionRadius)) { raid.intruders.Remove(player.userID); raid.OnEnterRaid(player); } else if (!config.Settings.Management.AllowTeleport) { RaidableBase.RemovePlayer(player, raid.Location, raid.ProtectionRadius, raid.Type); } }, 0.015f); }
  16. nivex

    Raidable Bases

    nice!
  17. nivex

    Raidable Bases

    I kicked myself for flyhacking while on a ladder and I returned and everything continued to work properly so idk unless I can reproduce it
  18. nivex

    Raidable Bases

    > o.reload RaidableBases Unloaded plugin Raidable Bases v2.7.4 by nivex [RaidableBases] Allowed spawn points in 0 zones. [RaidableBases] Blocked spawn points in 1 zones. Loaded plugin Raidable Bases v2.7.4 by nivex > o.version Oxide.Rust Version: 2.0.6013 Oxide.Rust Branch: master ya 2.0.6013 compiles fine
  19. nivex

    Raidable Bases

    you need to update oxide or something. that error is not accurate
  20. nivex

    Raidable Bases

    @V.O.I.D it won't cause the flyhack, and I can check the ownership still being lost. there is nothing that resets the owner in that order though.
  21. nivex

    Raidable Bases

    @V.O.I.D if Allow Teleport is false then it will eject them when they revive
  22. nivex

    Raidable Bases

    @0athbound did you get it sorted? I see you downloaded it the bundle is still available btw
  23. nivex

    Abandoned Bases

    2.0.7 released - Requires Rust update tugboats, locking the raid and ejecting enemies has been added. I had a lot of fun implementing these and hopefully you don't run into too many issues with them keep in mind that the eject setting does not work when you enter the dome/event. it works when you enter the base, loot or try to damage something. enjoy!
  24. nivex

    Raidable Bases

    2.7.4 released Requires Rust update lots of notes so please read them thoroughly and let me know if you have issues enjoy
2.3m

Downloads

Total number of downloads.

10.5k

Customers

Total customers served.

152k

Files Sold

Total number of files sold.

3.2m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.